[Maya-Python] Creating a transform with multiple shared parents

2011-04-26 Thread notanymike
Hi, I'm trying to come with some sort of transform node that can have multiple transform matrices influencing it's own translate,rotate,and scale attributes, but still allows for control, animation, and preservation of the user-intended position of that transform. Basically it's a

[Maya-Python] Re: Creating a transform with multiple shared parents

2011-04-30 Thread notanymike
one of the hazards of this work. -Judah On Apr 28, 2011, at 3:41 PM, notanymike notanym...@gmail.com wrote: Well parent constraints would work but I'd need to know how to get past namespace issues to get it working properly. What I need is a node for setting up space-switching without

[Maya-Python] executing code once a specific node has been created...

2011-05-09 Thread notanymike
I think now the best way to carry out my space switching plugin is to create a custom transform that when a parent constraint is added to it, the transform issues the command: `parentConstraint -e - maintainOffset (targets) (constraintName)` whenever the weight to that parentConstraint is changed.

[Maya-Python] executing code once a specific node has been created...

2011-05-09 Thread notanymike
I think now the best way to carry out my space switching plugin is to create a custom transform that when a parent constraint is added to it, the transform issues the command: `parentConstraint -e - maintainOffset (targets) (constraintName)` whenever the weight to that parentConstraint is changed.

[Maya-Python] Re: maya api and fluid

2011-05-10 Thread notanymike
Isn't this c++ code? On May 4, 12:50 pm, goofoo kotro...@gmail.com wrote: Hello. Maya node fluidShape have attribute ouyGrid. What is it and how can it be used? I have a problem. I take the data from maya fluid container and try to render in maya viewport using GPU. Everything works, but the

[Maya-Python] Re: MGear beta 1 - Open source rigging system for Maya

2011-07-16 Thread notanymike
shared experience is always interesting. Let me know what you have in mind and we'll see what we can come up with. Also note that everything I'm doing will be open source so you have to be okay with that :-) regards, Jeremie On 16 July 2011 20:36, notanymike notanym...@gmail.com wrote

[Maya-Python] Re: MGear beta 1 - Open source rigging system for Maya

2011-07-16 Thread notanymike
have to be okay with that :-) regards, Jeremie On 16 July 2011 20:36, notanymike notanym...@gmail.com wrote: Hey Jeremie, I'm working on some custom rigging nodes myself, would you like to collaborate? On Jul 13, 8:38 am, Miguel González Viñé lichi...@gmail.com wrote: Jeremie

[Maya-Python] pole vector solution?

2011-07-20 Thread notanymike
How does the `ikHandle` command set up the initial pole vector? It seems to take the vector between the start joint and it's position and cast a vector orthogonal to it in the direction of the mid joint. I've found code showing me how to calculate orthogonal vectors, but none showing me how to do

[Maya-Python] Re: Installing PyQt4 in Maya 2011

2011-07-25 Thread notanymike
Thanks! On Jul 23, 5:06 pm, Justin justinisr...@gmail.com wrote: I thought I would post this blog I wrote in here about installing PyQt in Maya2011. Just in case anyone tries searching this group for such a thing! http://www.justinfx.com/2011/01/07/installing-pyqt-for-maya-2011-osx/ --

[Maya-Python] Re: pole vector solution?

2011-07-25 Thread notanymike
: This is something I'd like to know as well, I though it may have something to do with the preferred angle, but no dice. On Jul 20, 9:00 pm, notanymike notanym...@gmail.com wrote: How does the `ikHandle` command set up the initial pole vector? It seems to take the vector between the start joint

[Maya-Python] Re: pole vector solution?

2011-07-31 Thread notanymike
= poleVecMatch, worldSpace=True)* JAKOB WELNER     _     Animator | RD     jakob.welner.dk On Tue, Jul 26, 2011 at 1:06 AM, notanymike notanym...@gmail.com wrote: Update: I found out how to get the pole vectorIt's actually a vector orthogonal to the vector

[Maya-Python] Re: MDGMessage.addPreConnectionCallback crash

2011-08-02 Thread notanymike
What are you overloading the *clientData part of the function with? I'm not sure how it works in python, but I had a similar problem with creating a MNodeMessage::addNodeDirtyCallback in c++. I had my function wanting to access a pointer to my node but had not overloaded the callback with that

[Maya-Python] Re: MDGMessage.addPreConnectionCallback crash

2011-08-04 Thread notanymike
suspect it may be buggy. i've been passing None into *clientData, but i've tried a few different things there, all to no avail. thanks for your help, chrisg On 3 August 2011 04:09, notanymike notanym...@gmail.com wrote: What are you overloading the *clientData part of the function

[Maya-Python] using geometry to deform geometry

2011-08-10 Thread notanymike
It's not a new idea to deform a mesh using a transform riveted to that mesh. However I was wondering if one could do the same without transforms. That is to say, something that's a cross between a skin cluster and a wrap deformer. I was thinking of using MItMeshFaceVertex to build a transformation

[Maya-Python] Re: using geometry to deform geometry

2011-08-10 Thread notanymike
. On Wed, Aug 10, 2011 at 10:09 AM, notanymike notanym...@gmail.com wrote: It's not a new idea to deform a mesh using a transform riveted to that mesh. However I was wondering if one could do the same without transforms. That is to say, something that's a cross between a skin cluster

[Maya-Python] Re: using geometry to deform geometry

2011-08-15 Thread notanymike
...@gmail.com On Tue, Aug 16, 2011 at 5:14 AM, Viktoras ituden.ui...@gmail.com wrote: On 2011.08.10 20:09, notanymike wrote: It's not a new idea to deform a mesh using a transform riveted to that mesh. However I was wondering if one could do the same without transforms. That is to say

[Maya-Python] how to work with MBoundingBox data

2011-08-24 Thread notanymike
I'm working on a custom Qt widget for Maya that takes an object in the current 3d view and based on the mouse cursor's position to the object's bounding box, shows or hides that object. I'm not using box/ line intersections from the screen to the bounding box. I'm taking the center, min, and max

[Maya-Python] Re: addAttributeChangedCallback within deformer?

2011-09-03 Thread notanymike
In c++ I usually install it in MPxNode's postConstructor method and remove it in it's ~MPxNode method However I don't know what the ~ equivalent to Python is... On Sep 3, 7:49 am, johnvdz john.vanderz...@gmail.com wrote: hi all, i'm really scratching my head here. anyone know of an example

[Maya-Python] Re: addAttributeChangedCallback within deformer?

2011-09-03 Thread notanymike
// this is in the post constructor. not sure if i have implemented it wrong john On 09/04/2011 05:44 AM, Chad Vernon wrote: You can also use setDependentsDirty to check when things change. On Sat, Sep 3, 2011 at 12:33 PM, notanymike notanym...@gmail.com mailto:notanym...@gmail.com wrote

[Maya-Python] pyqt button menus with designer

2011-12-02 Thread notanymike
How can one make a drop-down command menu appear when right-clicking on a button in a Maya window using pyqt? -- view archives: http://groups.google.com/group/python_inside_maya change your subscription settings: http://groups.google.com/group/python_inside_maya/subscribe

[Maya-Python] Re: pyqt button menus with designer

2011-12-07 Thread notanymike
right click the button to a custom slot that creates a popup menu and shows it. Was there a specific area of the code you wanted more details about? On Dec 6, 2011, at 9:13 PM, notanymike notanym...@gmail.com wrote: I found a couple of tutorials and merged them and that seemed to work

[Maya-Python] Re: pyqt button menus with designer

2011-12-08 Thread notanymike
() takes a point as an argument of where to show the popup, so we pass that global position into it. exec_() will end once the popup closes. On Wed, Dec 7, 2011 at 1:37 PM, notanymike notanym...@gmail.com wrote: Yeah, I'm still unclear as to what's happening in the popup() function

[Maya-Python] Another M3dView question

2011-12-13 Thread notanymike
For no particular reason, I'm trying to find out how joints, ikHandles, LRA's, etc are rendered in the 3d viewport without the need of shapes. I want to do the same, but for now I'm trying to just get opengl to draw anything in the 3d viewport without writing my own viewport, locator shape, or

[Maya-Python] Transferring scripted QWidget from one m3dView to another

2012-01-05 Thread notanymike
Is there a way (inside a plugin -in this case, a Locator node) to check when Maya switches the active 3d view, and move a child widget to make the current view its parent, as well as copy the eventFilter and mouseTracking options that were added to its previous parent to the new parent? -- view

[Maya-Python] Fever Dorian's Sphere Packing code optimized

2012-02-10 Thread notanymike
I've converted the following code from being all pymel to mostly using the Maya API, mainly for fun: http://www.fevrierdorian.com/blog/post/2011/03/14/Remplir-un-mesh-de-spheres-dans-Maya-La-methode-d-un-senior My code is available here: http://pastebin.com/3KbhXagZ It's a bit faster...I also

[Maya-Python] Re: Fever Dorian's Sphere Packing code optimized

2012-02-10 Thread notanymike
Update: It turns out the code was written by Djelloul Bekri, and Dorian had just explained how it works on his blog... On Feb 10, 9:05 am, notanymike notanym...@gmail.com wrote: I've converted the following code from being all pymel to mostly using the Maya API, mainly for fun: http

[Maya-Python] Re: Fever Dorian's Sphere Packing code optimized

2012-02-11 Thread notanymike
in speed from yours. Very interested in messing with this :-) On Fri, Feb 10, 2012 at 12:26 PM, notanymike notanym...@gmail.com wrote: Update: It turns out the code was written by Djelloul Bekri, and Dorian had just explained how it works on his blog... On Feb 10, 9:05 am, notanymike

[Maya-Python] Re: Fever Dorian's Sphere Packing code optimized

2012-02-11 Thread notanymike
. Small things like setting properties once dont really gain much though obviously. On Feb 11, 2012, at 8:25 AM, notanymike notanym...@gmail.com wrote: Hi, I think the radius won't be set unless in the actual nParticles- createNPartciles menu, the box under points is checked, I

[Maya-Python] Re: Fever Dorian's Sphere Packing code optimized

2012-02-23 Thread notanymike
there might be a simpler way...there's a curve fitting program called zunzun which has a python api that I can't figure out yet... https://code.google.com/p/pyeq2/ On Feb 11, 11:34 am, notanymike notanym...@gmail.com wrote: Well, I'm not an algorithms person, actually. So my ideas on the matter

Re: [Maya-Python] Maya 2011 PyQt4 Kubuntu

2012-03-08 Thread notanymike
Hi, I was searching for a binary for Maya 2012 x64 on kubuntu myself, and found this thread. Would Ozgur's 2011 version work for 2012? If so, does anyone have a copy of that download, as his site/domain is down entirely? On Monday, May 17, 2010 11:43:39 AM UTC-7, Ozgur wrote: Hi everybody,

[Maya-Python] keyboard and mouse events

2012-04-10 Thread notanymike
I'd like to query changes of the mouse and keyboard state from Maya's main window by adding callbacks inside of MQtUtil.mainWindow(), without adding any user-defined QWidgets to the window. Is it possible to just access events from the main window's widget without passing that widget into a

[Maya-Python] Re: keyboard and mouse events

2012-04-10 Thread notanymike
Thanks. I somehow overlooked eventFilter from the QObject docs... -- view archives: http://groups.google.com/group/python_inside_maya change your subscription settings: http://groups.google.com/group/python_inside_maya/subscribe

[Maya-Python] MPxData Within A Deformer Node

2012-04-30 Thread notanymike
I'm attempting on writing a deformer similar to a skinCluster, but with a spline-style deformation. As the spline is generated procedurally using joint matrices for the edit points, I was wondering if storing those spline matrices inside a MPxData plug would improve the speed of the deformer

[Maya-Python] Re: MPxData Within A Deformer Node

2012-05-01 Thread notanymike
. Is there any way to preserve MPxData attributes which are arrays? On Monday, April 30, 2012 12:06:45 PM UTC-7, notanymike wrote: I'm attempting on writing a deformer similar to a skinCluster, but with a spline-style deformation. As the spline is generated procedurally using joint matrices

Re: [Maya-Python] Re: MPxData Within A Deformer Node

2012-05-01 Thread notanymike
, May 1, 2012 7:33:37 PM UTC-7, @li.@$ad wrote: I think you should read this document. http://www.angelfire.com/ex2/andreamaiolo/skinningAtILM.pdf On Wed, May 2, 2012 at 5:58 AM, notanymike wrote: Update: I've progressed somewhat where I can create and access MPxData information and can

Re: [Maya-Python] Re: MPxData Within A Deformer Node

2012-05-02 Thread notanymike
original idea, I think, but I don't know where to get the math or programming knowledge for such a project... On Wednesday, May 2, 2012 9:18:56 AM UTC-7, T. D. Smith wrote: On Tuesday, May 1, 2012 10:58:27 PM UTC-4, notanymike wrote: I skimmed through it -if MPxData isn't a good way to go

[Maya-Python] Re: kill scriptJob with node

2012-05-22 Thread notanymike
Are you wanting to restore the data the killed callback had as well as the callback, or just the killed callback? On Saturday, May 5, 2012 4:09:45 PM UTC-7, vux wrote: Hi all. I have 2 questions 1. Maya documentation of scriptJob attributeChange event quote: Run the script when the named

[Maya-Python] skinCluster implementation using SoUP

2012-06-26 Thread notanymike
Yet again, I'm attempting to reimplement this approach (http://www.alecjacobson.com/weblog/?p=2104#comments) to skinning, but using the SoUP toolset as a base. SoUP's point node is basically an expression node for mesh geometry, so I thought I'd use it to try to figure out the skin method that

[Maya-Python] Maya extremely slow after crash

2012-09-23 Thread notanymike
One of my Python plugins crashed Maya 2013 x64 on Windows when I tried to use it, and now all of a sudden Maya doesn't start up as speedily as it used to. Its also now taking a huge bite out of my processor. This happens still after a restart. Can anyone tell me what's going on and how to fix

Re: [Maya-Python] Maya extremely slow after crash

2012-09-23 Thread notanymike
manager loading it at startup? On Sep 23, 2012, at 2:21 PM, notanymike notan...@gmail.com javascript: wrote: One of my Python plugins crashed Maya 2013 x64 on Windows when I tried to use it, and now all of a sudden Maya doesn't start up as speedily as it used to. Its also now taking a huge

[Maya-Python] Up Vector Follow

2012-10-04 Thread notanymike
I've been working on a method for auto-correcting the world-up-vector for axis-angle constraints so that flipping never occurs. Instead it mimics manipulator-based relative rotating of the constrained object. What I have so far is a expression and script node based system which takes a point

[Maya-Python] setWorldSpace attribute

2012-11-02 Thread notanymike
I've discovered that unbound euler rotations can be stored in a MMatrix method and for some reason Maya binds the worldMatrix of dag nodes to only storing rotations within -pi pi. I would like to make a custom Transform node which stores the world matrix with the unbound rotation so that it

[Maya-Python] Scripting For Rig Portability

2014-10-08 Thread notanymike
http://forums.cgsociety.org/showthread.php?p=7909562#post7909562 I'm not sure why I didn't get any replies on CGSociety about this. Hopefully it'll get some thoughts discussion over here... -- You received this message because you are subscribed to the Google Groups Python Programming for

Re: [Maya-Python] Scripting For Rig Portability

2014-10-08 Thread notanymike
or expressions, but I wonder if some of the reasons people aren't doing it involve performance impacts? As far as I know, expressions are evaluated often and can be slow. Have you tried out these approaches and found them to work well? On Thu, Oct 9, 2014 at 8:05 AM, notanymike notan...@gmail.com